??? quest: The PC is invited to take part in an endurance match of survival. Multiple creatures will be teleported into an enclosed space (palace?), and the PC must kill them all to claim the reward. Once the PC enters, he/she cannot leave until the end (also preventing rest), or the quest will fail.
??? quest: Same as above, but at an expert level: magicka is reduced to zero for the entirety of the test.
Innkeeper quest: The merchant asks you to back up a younger sibling in a bar fight. The sibling will accompany you during the brawl and pay you a small amount for helping. (COMPLETED)
??? quest: A quest trigger that spawns enemies overwhelmingly quickly once a certain enemy is injured: (COMPLETED)
Code: Select all
create foe _spawned_ every 1 minutes indefinitely with 100% success
??? quest: Some quests could lead to other factions and their quests (startquest ####). A merchant could ask you to present a sacrifice to the Necromancers, and after completing it successfully, the Necromancers could send for you and offer a series of quests. (Perhaps an "extra mile" could be an option on each of these quests; take the quest item to a faction member to open the branch of quests, or keep it for yourself and let the timer expire.)
Innkeeper and Merchant quest: A fool has crossed a witch's coven too many times, ignorantly accepting a death curse. The PC is asked to accompany the questgiver to offer a sacrifice to the witches. If the quest goes on too long, the questgiver will die on his/her feet. (COMPLETED)
Innkeeper and Merchant quest: The merchant is actually a worshipper of a Daedra prince, who has some simple task to perform. Small possibility of leading to a witch coven? (Perhaps a parchment containing instructions on how to arrive at a coven, if map function can't provide it.)
Mages Guild quest: The guild has been informed of an enchanted item in a dungeon of specious origin. The PC is sent with an expert to examine it, but once the item is touched, it sends out a Charm Foe effect. The expert is turned against you, and you may either kill him/her or defend yourself for several minutes until it wears off for different endings. (COMPLETED)
Mages Guild quest: A scholar has been in a dungeon for far too long. The PC is asked to fetch him/her. The scholar will demand a series of correct answers to a quiz designed to weed out non-mages before trusting the PC to show the way back. (COMPLETE)